User talk:Giles: Difference between revisions

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You got a point about that locked door triggering. Ill work on it. If you still need help. [[User:Cubedude|Cubedude]] 14:00, 26 Feb 2006 (PST)
You got a point about that locked door triggering. Ill work on it. If you still need help. [[User:Cubedude|Cubedude]] 14:00, 26 Feb 2006 (PST)
I've got it, It's kinda like what you said "hacking around" But it works. What I did was I made a locked func_door_rot and then created
a func_button that was also locked and invisable and as big as the door. I put the button just a unit or two in front of the door and I put an OnUseLocked output to trigger what ever I needed to, then I used the OnUseLocked Kill "Button" which i named the button. to get rid of the button. I also used a locked sound for the button so when you went to use the door "but actually used the invisable button" It sounded like a locked door. Hope this helped. If you want me to email you this map then email at dennis@dkode.tk [[User:Cubedude|Cubedude]] 14:31, 26 Feb 2006 (PST)

Revision as of 15:31, 26 February 2006

For transitions...what about new chapters?—ts2do 17:51, 24 Feb 2006 (PST)

Afaik, chapter changes are just level transitions where a chapter title is displayed, from a map building perspective. Source also demands a "return-trip" level transition regardless of whether the newunit worldspawn keyvalue is set or not. If it can't find one, the level load fails with the following message in the console:
Host_Error: Level transition ERROR
Can't find connection to <previous level> from <next level>
I've verified this by experimenting with my own maps and by looking at how Valve handled the one-way transition from d2_prison_08 to d3_c17_01 and d3_c17_01 to d3_c17_02 (which is the first map of the new chapter Anticitizen One).
Giles 01:24, 25 Feb 2006 (PST)

You got a point about that locked door triggering. Ill work on it. If you still need help. Cubedude 14:00, 26 Feb 2006 (PST)

I've got it, It's kinda like what you said "hacking around" But it works. What I did was I made a locked func_door_rot and then created a func_button that was also locked and invisable and as big as the door. I put the button just a unit or two in front of the door and I put an OnUseLocked output to trigger what ever I needed to, then I used the OnUseLocked Kill "Button" which i named the button. to get rid of the button. I also used a locked sound for the button so when you went to use the door "but actually used the invisable button" It sounded like a locked door. Hope this helped. If you want me to email you this map then email at dennis@dkode.tk Cubedude 14:31, 26 Feb 2006 (PST)